Greetings, fellow Scenario Designers. I'm just letting you know that the Help Thread has been emptied so that you won't have to shuffle through 25 pages of questions and answers before you ask your questions. Instead, take a look at the Scenario Design Page that Angel AoErat has provided and already posted for us in his other thread, and take a look at everything there is to know about Scenario Design before asking any questions.

and then I made a blank .ai file because, um, the guide told me to. I put them in Game\AI folder, and I go into scenario editor. Lo and behold, ai option is taunt. So I make player to have that AI. OK, so I set up a trigger where the condition is: Accumulate Attribute Nova Stockpile Source Player: Player 2 Amount: 1

OK, so I go in to test, and I type "1" in the chatbox. Nothing happens. What am I doing wrong? (Please be gentle, I've NEVER EVER used AI w/ taunt before, so if I am wrong in every single aspect, please be gentle.)

You can make custom AI's for SWGB (and CC) that allow triggers to detect taunts. This is called the 'Password Trick' (read EO's description of this method here). To make such an AI, you can add code such as this to an existing AI:)(defrule(taunt-detected

11)=>(acknowledge-taunt11)(cc-add-resourcenova1))In this example (used in Gall Spaceport, and later in Falcon's First Flight):"1" is the player using the taunt. This is always a human player, usually player 1, just like in this example."1" is the number of the taunt used, in this case "1. I got it""(cc-add-resourcenova1)" this line adds resources for the player that has the AI (a computer player), in this case it adds 1 nova for the AI player each time player 1 uses taunt 1. In this line:"nova" is the resource you add for the AI player. You can choose between carbon, food, nova and metal (for ore). I haven't found a way to add misc counters."1" is the quantity of the specified resource that is to be added.

In Falcon's First Flight I used this AI for player 6. I'll give a full description of how the healing was handled in this campaign, with full triggers. In FFF, you could pick up HealthPacks by standing next to some PowerPacks. You could the activate a HealthPack by using taunt 1, and receive full healing. To be able to heal, you need HealthPacks. This is what a typical trigger for picking up a HealthPack looks like:

Trigger: 'HealthPack' ON/NO LOOPCondition0: Bring object (hero) to area (area around PowerPack)Effect0: Remove object (PowerPack)Effect1: Tribute: 100 nova from player 6 to GAIA (in case the player used the taunt before picking up the HealthPack... you don't want him to automatically heal as soon as he picks up the HealthPack)Effect2: Tribute: 1 food from GAIA to player 1 (This food is mostly for the player to see how many HealthPacks he has)Effect3: Tribute: 1 misc counter 1 from GAIA to player 1 (This is a hidden counter, to prevent the 'FORCEFOOD' cheat from having an influence on the health points)Effect4: Send Chat to player 1 : <PowerPack : HealthPack>

When player 1 has HealthPacks, he will have at least 1 food and 1 misc counter 1. And when he wants to heal, and uses taunt 1, player 6 will receive 1 nova. And so, we can make a trigger that detects when the player wants to heal, and is entitled to heal:

Trigger: 'Heal Hero' OFF/NO LOOPEffect0: Damage object (hero) : 400 (max hitpoints; to reset the current health to '0')Effect1: Damage object (hero) : -400 (minus max hitpoints; to set the current hitpoints to full health. You can copy/paste in a minus sign. Don't touch this effect again, or you risk reseting the damage to '0')Effect2: Send Chat to Player 1 : <Healing>

Well, this is basically how healing with an AI works. This is how it was done in Falcon's First Flight, and pretty much how it was done in Gall Spaceport. Easy, huh?Many thanks to The Vampire Slayer for teaching me this heal method, and for letting me use his Immobile Heal AI.Have fun implementing it in your scenario, JamesMartigo

First off, I dont want to heal anyone, and this particular thing will only ever be used ONCE. So only one time does the palyer ever need to type in the taunt, and the ONLY tihng that taunt needs to do is activate a trigger. No healing, no keeping track of how many x things you have, etc. And it should only be able to take effect once. How do I dumb that up to do that? Like in the original GOOD Phantom Menace, where there was simply a number that when typed in activated a certain trigger.

Does anybody know any sound manipulator programs that could make voices have a stormtrooper effect?

Boba FettClone Trooper

posted
07-31-03 09:56 AM
EDT (US)
37 / 2270

how do i reaserch a technology during the game, but without actually having the means to do so? (sorry if that was unclear) i.e in 'The Battle For Alaris Prime' tutorial scenario, Qui-Gon gets the 'Jedi Concentration' power by stepping over some sort of invisible marker. Could someone explain how this works please?

Use 'Enable Tech' to make said tech available, and then "Research Tech' to research said tech.

Hope that helps,

Happy Designing

VEDI, VENDI, VECI,I came, I saw, I conquered. -- Julius Caesar

Boba FettClone Trooper

posted
07-31-03 11:17 AM
EDT (US)
39 / 2270

cheers striker

SidiousClone Trooper
(id: Darth Sidious)

posted
07-31-03 04:36 PM
EDT (US)
40 / 2270

Okay, I have a question:

I'm making a trailer for my new campaign, showcase soon, and I want a beginning with 'STAR WARS in a galaxy far far away' in space. I did the map, but I can't place map revealers in space to 'reveal' the space. What can I do to fix this? Or is it just me? Any help would be appriciated

OK, please help. I went and downloaded a Utility from Blacksmith AOK, in order to be able to see Scenarios in the editor from campaigns. But it don't work. I click on the campaign, then it just gives me back a report that it detected each scenario, but it was "unable" to get them seperated.

Did I download the wrong one? Which one SPECIFICALLY should I have downloaded?

What do you mean by "flame burst trigger?" The explosion trigger, possibly?

Tesla TrooperClone Trooper

posted
08-03-03 00:26 AM
EDT (US)
58 / 2270

Yes, the explosion trick used in SOTE.

Tesla Trooper

Morbe FileuClone Trooper

posted
08-03-03 00:52 AM
EDT (US)
59 / 2270

Hi peoples, I'm aware of how intrinsically stupid this question must sound to a campaign editor master, but how can I make transmissions stay up without using sound? My campaign, "A Dying Breed", is still unstarted because I can't figure this out. I have a storyline, a setting, characters, the lot, but I can't figure this out. Can you help?